Rigging - problems solutions and observations
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Rigging - problems solutions and observations
I decided to start this thread to discuss rigging in trueSpace workspace and try to formalize some ideas.
Note that none of these observations include stretchy IK or morphs.
Did you know an IK handle can be used as a lock? Correction: IK handle is used as a lock assistant to improve the quality of a full lock.
The ik handle must be set with IK interpolation, Firm handle and Lock children.
Attached is a mp4 video showing the difference between a standard full lock and an ik handle acting as a lock. The scene file is also attached.
EDIT:
Just found out that a lock is needed during the animation process. So as shown it's good for playback but for animation the ik handle "lock" also needs a regular lock. The lock isn't associated with the "ik handle lock" it's just there in addition to it. So you do regular rig then add the special ik handle. Hope that makes sense.
EDIT: changed the image and updated the scene file to show and use the ik lock in addition to the ik handle as a lock assistant
Note that none of these observations include stretchy IK or morphs.
Did you know an IK handle can be used as a lock? Correction: IK handle is used as a lock assistant to improve the quality of a full lock.
The ik handle must be set with IK interpolation, Firm handle and Lock children.
Attached is a mp4 video showing the difference between a standard full lock and an ik handle acting as a lock. The scene file is also attached.
EDIT:
Just found out that a lock is needed during the animation process. So as shown it's good for playback but for animation the ik handle "lock" also needs a regular lock. The lock isn't associated with the "ik handle lock" it's just there in addition to it. So you do regular rig then add the special ik handle. Hope that makes sense.
EDIT: changed the image and updated the scene file to show and use the ik lock in addition to the ik handle as a lock assistant
- Attachments
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- ikHandleAsLockScene.zip
- (119.44 KiB) Downloaded 321 times
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- ikHandleAsLock.zip
- (212.25 KiB) Downloaded 328 times
Last edited by clintonman on 08 Jan 2014, 04:04, edited 5 times in total.
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Re: Rigging - problems solutions and observations
Scaling position and rotation seems ok.
Scene attached.
- Attachments
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- ikDontScaleFullLocksScene.zip
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- Lieutenant Commander
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Re: Rigging - problems solutions and observations
Thank you for this Clinton. I always appreciate the opportunity to learn from you.
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Re: Rigging - problems solutions and observations
IT'S CHRISTMAS!
Wow, this is reminiscent of my Odyssey with my Minlis Rig. I wish I knew all these. Good work for figuring it out! Those full lock systems really bugged me and ultimately (by accident) I would 'blow' my rig often - not to mention the swimming feet!
With my Minlis character I do have morphs and stretch bones though - you can look in my thread here. I have some points tested and others not so tested, but you can follow those points to see if they are relevant to formalize them or to just test them. I did find the scale blow up's it seems, among other difficulties that you might find once you start testing "squash and stretch" and morphs and animation.
Concerning the IK handle lock, can this be animated or have a blend weight value to FK again? My rig is somewhat buggy - but it's mainly due to the fact that I did not know about some of these tricks.
(For example, lock the IK joint, then blend it back to FK to animate it to another position to then lock?)
Wow, this is reminiscent of my Odyssey with my Minlis Rig. I wish I knew all these. Good work for figuring it out! Those full lock systems really bugged me and ultimately (by accident) I would 'blow' my rig often - not to mention the swimming feet!
With my Minlis character I do have morphs and stretch bones though - you can look in my thread here. I have some points tested and others not so tested, but you can follow those points to see if they are relevant to formalize them or to just test them. I did find the scale blow up's it seems, among other difficulties that you might find once you start testing "squash and stretch" and morphs and animation.
Concerning the IK handle lock, can this be animated or have a blend weight value to FK again? My rig is somewhat buggy - but it's mainly due to the fact that I did not know about some of these tricks.
(For example, lock the IK joint, then blend it back to FK to animate it to another position to then lock?)
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Re: Rigging - problems solutions and observations
I'm not sure I understand can you post a picture or scene? And yes I've read your thread more than once. When I get to the point of stretchy ik and morphs I'll be reading it at the very least 3 or 4 more times.Draise wrote: ...
With my Minlis character I do have morphs and stretch bones though - you can look in my thread here.
...
Concerning the IK handle lock, can this be animated or have a blend weight value to FK again? My rig is somewhat buggy - but it's mainly due to the fact that I did not know about some of these tricks.
(For example, lock the IK joint, then blend it back to FK to animate it to another position to then lock?)

Last edited by clintonman on 08 Jan 2014, 05:27, edited 1 time in total.
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Re: Rigging - problems solutions and observations
EDIT: I change my mind about locks always going on bones. Position locks might be better in some cases on the joint instead of the bone and when you click to add them to a joint they are added at that location. This is what IK Handel does in his videos.
Last edited by clintonman on 09 Jan 2014, 03:22, edited 2 times in total.
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Re: Rigging - problems solutions and observations
Multiple IK handles can be assigned to a joint. Images show 3 handles assigned to a joint. One for movement, one for lifting the heal and one for rotating the final bone in two directions. The IK handles had to be added at the joint as opposed to the bone so that the center of rotation was identical for the heel lift and the foot rotate motions and the rotations would be around the actual joint instead of somewhere on the bone.
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Re: Rigging - problems solutions and observations
Demo scene and video for the multiple ik handles on one joint. Note that the character maybe unstable since I deleted several bones to make the ik system easier to see for the screen capture images in the previous post. The circle IK handle at the ankle is used to help the full stop on the bone below it. The video has no audio. The position handle can be seen rotating with one of the rotation handles. This is because the handles were set to follow the bone by using the Align Inverse Kinematics Handle tool.
multipleIKhandles.zip is the video
multiHandleDemo.zip is the scene file
multipleIKhandles.zip is the video
multiHandleDemo.zip is the scene file
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- multiHandleDemo.zip
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- multipleIKhandles.zip
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- Captain
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Re: Rigging - problems solutions and observations
Align Inverse Kinematics handle tool. This one is in the manual but I kept missing it for some reason. Use it to make a handle follow a bone when it rotates instead of the default of just following the whole skeleton when it rotates.
Video and scene file attached.
Edit: alignIKhandle.mp4 Video too big for the forums. Link http://www.clintons3d.com/stuff/"
Video and scene file attached.
Edit: alignIKhandle.mp4 Video too big for the forums. Link http://www.clintons3d.com/stuff/"
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- alignIKhandleDemoScene.zip
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Re: Rigging - problems solutions and observations
IK Handle defaults are set for FK. An IK default is better for an IK handle so turn off Posing only and move the FK/IK Interpolation slider all the way to IK.
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Re: Rigging - problems solutions and observations
walkInterpolations - shows the 3 types side by side
combinedInterpolation - flat interpolations with the root joint manually changed to linear interpolation
So for IK animations I think flat interpolation type is the best default with individual joints and channels set to linear to correct any stop and go motion caused by the flat interpolations. More tests are needed. I suspect that some combination of bezier and flat might work even better.
The keyframe interpolation script is found here: http://www.clintons3d.com/plugins/trues ... index.html"
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- combinedInterpolation.zip
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- walkInterpolations.zip
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- Captain
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Re: Rigging - problems solutions and observations
Wow, these are great! I will sit through them all and try figure them out, maybe play with a little animation - or redo my Minlis Rig version 0.3! Genious. And I am very thankful for them.
Concerning the FK/IK blend.. you said you could turn a controller into an FK fixed point (that wont move around or slide - like a fixed controller?) but now I would like to learn if you could blend the fixed FK controller into a IK controller that might be animated (FK/IK controll).. I'll experiment and try show you if I can... not sure if I'm being clear.
Concerning your last video - are you suggestion (without using your foot placement plugin) that one can use a mixture of linear and normal keyframes to not get shifting feet on the ankle pivot joint kyeframes? (for example)
Concerning the FK/IK blend.. you said you could turn a controller into an FK fixed point (that wont move around or slide - like a fixed controller?) but now I would like to learn if you could blend the fixed FK controller into a IK controller that might be animated (FK/IK controll).. I'll experiment and try show you if I can... not sure if I'm being clear.
Concerning your last video - are you suggestion (without using your foot placement plugin) that one can use a mixture of linear and normal keyframes to not get shifting feet on the ankle pivot joint kyeframes? (for example)
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Re: Rigging - problems solutions and observations
Yes. Linear keyframes alone will get rid of any shifting motion in the IK and other joints/channels not controlled by IK can be set to non-linear via the FCurve editor for a smoother result. It's all experimental at this stage but it looks promising.Draise wrote:Wow, these are great! I will sit through them all and try figure them out, maybe play with a little animation - or redo my Minlis Rig version 0.3! Genious. And I am very thankful for them.
Concerning the FK/IK blend.. you said you could turn a controller into an FK fixed point (that wont move around or slide - like a fixed controller?) but now I would like to learn if you could blend the fixed FK controller into a IK controller that might be animated (FK/IK controll).. I'll experiment and try show you if I can... not sure if I'm being clear.
Concerning your last video - are you suggestion (without using your foot placement plugin) that one can use a mixture of linear and normal keyframes to not get shifting feet on the ankle pivot joint kyeframes? (for example)
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Re: Rigging - problems solutions and observations
The IK handle on the right is connected to joint at the end of the chain on the left and the IK handle on the left is connected to the end joint on the right. A watchdog and a custom script makes the handles follow the position of the joints on the far left and right.
The system only works if the joint is selected or the Watch Dog is visible in the link editor. The joint WldMatrix is the input to the Watch Dog node. The Watch Dog Regulator stops the script from firing too often.
At first I tried using the lookat tool, but it doesn't work properly inside of a actor/skeleton.
Edit: Oops, forgot to attach the scene file
- Attachments
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- pistonRig.zip
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